self.velocity = normalize(self.velocity) * (mspeed - 50);//* max_velocity;
}
+void movelib_move_simple_gravity(vector newdir,float velo,float blendrate)
+{
+ float z_speed = self.velocity_z;
+ self.movelib_lastupdate = time;
+ self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
+ self.velocity_z = z_speed;
+}
+
+void movelib_jump_simple(float power){
+ self.velocity_z=power;
+ self.movelib_lastupdate = time;
+}
+
/*
.float mass;
.float side_friction;